Average User Score: 8.3May 21, 2014Let me say I'm really fond of Bastion and the developers' design philosohpy - the team really seems to mean it, i.e. it's not just marketing.Let me say I'm really fond of Bastion and the developers' design philosohpy - the team really seems to mean it, i.e. it's not just marketing. So please keep on making games, Supergiant Games! "Transistor" though, alas, feels like a mixed bag. The game's composition of visuals and audio is great (you can see that in the trailers), but for me the narrative and gameplay, while having potential, don't add up to something larger.
Transistor's gameplay focuses heavily on combat, other aspects (e.g. a hub/haven where you can rest and do some challenges) fall short, granting you access to them only sporadically at rest houses along the road of battles. The combat itself gives you many skills and combinations thereof to play with, the option to pause the action and plan your moves is awesome, but tactically the encounters don't really inspire you to use all the combinations, since default attacks are just as good to prevail most of the time against the few mobs Transistor throws at you. Instead you're kinda forced to switch and use different skill-combinations because that unlocks bits of the story... yes, just like that, yes, sounds strange... it makes sense story-wise but doesn't feel fun: makes trying out different combinations a tedious work like crossing off a check list to get all them story bits. Although those story bits then only come in form of written text, i.e. entrys in an encyclopedia..
Speaking of the story, you really need those bits because occurrences of "true" story feel rare and are convoluted. While this has worked for me before (hello, Planescape Torment) Transistor's story is so incoherent (especially in the beginning) that for me it failed to build up enough mystery and wonder to get me involved. I.e. often it felt like running along beautiful drawn levels with just as beautiful music, doing kinda casual battles, now and then encountering a boss that should mean something to you, but somehow doesn't, and on you go... These aspects of the game ultimately made me want to finish it fast instead of taking my time to take it in.… Expand
Average User Score: 7.4Jul 28, 2013It was refreshing to experience a game that focused on the story. Visuals and music are also nice conceptually but the music's repetitivenessIt was refreshing to experience a game that focused on the story. Visuals and music are also nice conceptually but the music's repetitiveness gets really annoying along the way. Beyond that, regrettably, there isn't much to Shadowrun Returns to complement its story. Regardless how much more content will be released after now, that won't change the really boring, at its core unchallenging, slow-paced gameplay. Open world or linear? Doesn't matter, I wouldn't have explored because it would have taken so long to navigate the characters there, to wait for the slow UI, to wait for the slow animations (spells being even slower), and fighting casual battles, slowly advancing your characters from one cover to the next cover. It feels like they just unpersonally copied the gameplay-design of the newest X-COM-game but obviously failed to clone it because of the lack of more resources.
It should be a lesson that this indie-game (at least from my perspective) failed right where the designers tried to copy the style of the mainstream-industry: copying X-COM, and trying to adapt Shadowrun Retruns to the "so-succesfull" casual mobile platforms, creating an interface and gameplay that screams "tablet-game"!… Expand
Average User Score: 7.9Mar 12, 2013For my taste, Heart of the Swarm's gameplay has been focused way too much on e-sports. It's not "playing" a game anymore but learning modes ofFor my taste, Heart of the Swarm's gameplay has been focused way too much on e-sports. It's not "playing" a game anymore but learning modes of behavior to win. Even within the singleplayer campaign, 99% of the missions seem to be about getting used to the way the race of the zerg is supposed to be played in multiplayer-mode: Gameplay is frantic, almost every mission has some kind of timelimit and you're supposed to be clicking everywhere on the map at once. Building a base with nice defences? None here, that's "not the way the zerg are played". In Starcraft 2, the campaign was the only fun part of the game for me, because it wasn't always frantic and hectic... Since there are no good RTS-alternatives right now, it's a shame that SC2:HotS is so monotonously action-oriented. The GUI and menus of the game strengthen these aspects: You access the campaign/story of HotS via a generic button within an e-sports-oriented interface.… Expand
Average User Score: 8.3Oct 10, 2012Another game that makes me feel increasingly alienated from this industry. There's been put a lot of talent, work and energy into this game,Another game that makes me feel increasingly alienated from this industry. There's been put a lot of talent, work and energy into this game, including marketing that promotes Dishonored to be about solving things in a creative way. All this is kinda sad, since ultimately, Dishonored plays just like another blockbuster which you'll forget about before tomorrow. Because: 1.) Stealth-gameplay is you waiting for enemies to look away, nothing more, because light isn't regarded, for example, i.e. enemies see you just as well/badly in broad daylight as within total darkness. Also, you only have really few options to be stealthy besides the "Blink"-skill, especially if you want to do it non-lethally (options: sleeping darts and choking... that's it, 2 options, there isn't even a blackjack). 2.) Action: Trying out the various gadgets and skills to lethally engage enemies seems nice, but just as with stealth, there isn't much tactics involved - it's repeating the same process over and over again, the skills just make it look differently. 3.) Personally, the seemingly unnecessary, overdrawn brutality you are invited to perform or is performed visually and story-wise just turns me off.. I never had any problems with the gore of the Dooms and Quakes and what not, 'cause they were silly games. But games like this, somehow, for my taste, are just... no, thank you... Feels like today's games are trying hard to impress little boys who want to be "really bad-as*", if you allow me that snappy remark.… Expand
Average User Score: 8.6Sep 26, 2012I can't relate to where this genre is evolving, be it Diablo 3 or Torchlight 2... Summary of my experience with this game in 3-player-coopI can't relate to where this genre is evolving, be it Diablo 3 or Torchlight 2... Summary of my experience with this game in 3-player-coop (~12 hours) on veteran difficulty: Most of the time, mindlessly clicking the left mouse button works just as well if not better than spamming the screen with overlapping, unrecognizable fireworks. Don't know if my eyes get old or what, but with only 3 characters simultaneously using their skills, I wasn't able to comprehend what was going on on the screen anymore: Total chaos and seemingly random flashing with colors that looked way too similar to me. Hats off to those who can make out where the monsters are they try to click (if theyre not HUGE) or what sparks of the fireworks are damaging them or you or are just for show. After ~3 hours we settled to 1 of us using skills, while the other 2 just used left clicks. And even then it was straining to the eyes if you wanted to follow what was going on. Thus we were rushing through the levels, on the edge between shallow instant gratification and wondering about why we waste our time with this. Torchlight 2, just like Diablo 3, feels like its trying to feed "target groups" instead of being something that the devs really tried to be personal and fun.… Expand
Average User Score: 4.0May 16, 2012In summary: Gets repetitive really quick and feels like a "production-pipelined", risk-free, standerdised game. Yes, you might think theIn summary: Gets repetitive really quick and feels like a "production-pipelined", risk-free, standerdised game. Yes, you might think the problem of being repetitive is inherent in "Hack 'n Slay" Action RPG, but I think there're some who make this feel personal and rewarding and some who make it a redundancy. For me, regrettably, D3 falls into the latter category. Technically they included many things to prevent this: So much skills and runes and skill combinations, but it doesn't add up to something larger. Encounters are almost always the same (monsters coming in from the front of you) and you beat 'em down, sometimes faster, sometimes slower, repeating the same buttons presses. I don't remember any outstanding encounter. And although there's a lot of different artwork and randomization, the levels through the different acts seemed to be really similar to me. Feels like a checklist of locations you run through, locations that don't really depend on each other. Besides a few dialogues, there were no real authentic things for me, no little scenarios that make you smile or smirk, nothing personal.… Expand
Average User Score: 6.6Feb 10, 2012Having played around 12 hours, although the first couple were promising much, I've put the game down:
The story, the main quests, while inHaving played around 12 hours, although the first couple were promising much, I've put the game down:
The story, the main quests, while in small parts entertaining (e.g. House of Ballads quest line), just feels like dry dialogues prompted by keywords, no real heartfelt interaction. Almost all of the mysteriously named threats and villains (e.g. "Maybe it was The Willow, stories of which were read to scare children since decades...") turn out to be your standard character models with nothing interesting to say.
The side quests, making the greatest part of the game, are just "terrible trivia", urging you to run / fast travel all over the world map again and again, with no really convincing motive: Just collecting letters and books and punching small mobs in really many similar caves: for HOURS and HOURS without any end. Which leads us to the gameplay:
While running around you actually don't face so many enemies, often just small mobs. That means it doesn't really feel like an action game, more like a "running-around" game.
The combat seems to regrettably follow the motto "make the first 5 minutes fun and then repeat the gameplay". Because repeat it does. Over and over again. Even with switching your "destinies", i.e. playstyles between rogue, wizard and fighter (you can watch all of their moves from the beginning), it somehow stays the same without much evolution: It's almost always the same SMALL MOBS you encounter and easily cut down with the same combos. Better designed encounters, scenarios, and grouping of enemies REALLY could have helped the game to be WAY MORE fun in combat, delivering something unexpected at least. Especially because something like this missing, just "planting 5 mobs here and there", the game feels like it was done without any love for detail or any real affection from the developers.
And yes, also the loot can almost always be *expected*: Mostly random junk. Even the few nice looking unique items I got (3 to 4 pieces) while playing just drowned in the mountains of frustrating garbage loot. "Oh, there's a hidden entrance with a chest that's locked very hard...." And what's inside? Nothing! A gem and a health potion. Time and time again. Frustrating. And even the unique items follow the same stats-design you get to know in the first hour (+x%damage to lightning/fire/ice), nothing unexpected except the looks, making the gameplay even more repetitive.
In summary I'd say KoA:R, although almost aiming for the right spots, felt like a production-pipeline game in the end. I left the (in my humbled opinion) very repetitive game with the feeling that it just stole some precious hours without giving anything back. The professional reviews seem to hype more than being reasonable.… Expand
Average User Score: 8.5Jul 7, 2011I've played 10 hours now in co-op with a friend and start to question myself where this time has gone. Terraria is one more gaming phenomenonI've played 10 hours now in co-op with a friend and start to question myself where this time has gone. Terraria is one more gaming phenomenon that I fail to understand, except how much I search and try to find the worth. I don't have anything against old school DOS graphics, laid back games, original 2D-side-scrollers - I do quite like the fighting in Terraria (would it have been placed in a better context and be a bit more diversified - someone mentioned there are only a dozen mobs in the entire game). I rreally like games that were created with some dedication, that try to deliver a good experience in any way possible. And I do respect the work of coding and everything that the developers put inside it and hoped they had fun with it, had they only worshipped the players' time a bit more. Terraria really reminds me of a section out of The Phantom' Tollbooth's novel: The Terrible Trivium, a demon in the Mountains of Ignorance who wastes time with useless jobs. By giving the protagonist a pair of tweezers with which he has to shift a whole pile of sand. That's Terraria. It won't get you anywhere important, just waste your time digging and digging and digging literally thousands of tiny little blocks to get a +X defence armor and a +X attack sword in the end with which you bash at the dozen rarely appearing mobs.… Expand
Average User Score: 8.5Jun 4, 2011That's the World Wide Web: Even for the things you really really, authentically like, there's always opinions about it who don't. ALWAYS. It'sThat's the World Wide Web: Even for the things you really really, authentically like, there's always opinions about it who don't. ALWAYS. It's a bit sad, but...so what? These are just my 2 cents, and I want to make them simple:
A.) Thank you world that games like The Witcher 2 still are being made.
B.) The Witcher 2 is new and it is different, but If you for some unexplainable reason liked games like Planescape Torment, Baldur's Gate, The Longest Journey, Outcast, Silver (yes, they are related in some special way).... felt their magic, felt that if you cared about them, your time wasn't wasted, you GOT something out of these games besides shallow entertainment: Then you may like The Witcher 2. If on the other hand you somehow, deep down, couldn't understand what good there really was about the "rationally" awesome games of the last decade: Mass Effect, Dragon Age, Crysis, even Neverwinter Nights.... if you somehow were disappointed by them... you may like The Witcher 2, too.… Expand